Tom Hanrahan - Game Designer Hello! My name is Tom Hanrahan and this is my video game design portfolio. This portfolio represents work I've done both as a professional and as a hobbyist game designer. I would love to hear from you if you've played and enjoyed any of these games or levels, or if you have a job opportunity and you think I'd be a good fit for your project.My e-mail is: hanrahan.t@gmail.com |
Airmech: Command (2016) |
In Janaury 2016, I was hired as a contract designer to work on Airmech: Command, which was released as a launch title for the Oculus Rift. My responsibilities included the creation of a small amount of environment art, sound design, scripting gameplay and sound events, and the visual presentation of the levels. Editor used : Proprietary game editor + 3ds max |
Fat Princess Adventures (2015) |
From August 2012 to March 2014, I was a Designer on the Playstation 4 title Fat Princess Adventures. Some of my contributions and responsibilities were: helping to build the level design workflow and pipeline, fleshing out the game universe, monster design, level design, level scripting, design presentations, and more. It was released in December 2015 Editor used : Proprietary game editor + Maya |
Escape Plan (2012) |
From June 2011 to August 2012 I worked on Escape Plan, a launch title for the Sony Playstation Vita. On Escape Plan, I worked as a Designer and was responsible for creating level layouts, puzzles, and some level scripting in C#. Escape Plan was named one of CNN's Top 10 games of 2012. Editor used : Unity |
Marvel Super Hero Squad Online (2011) |
In 2010, I joined The Amazing Society to work on the game Marvel Super Hero Squad Online as a Game / Level Designer. The game is a browser-based MMO set in the Marvel universe. I was responsible for creating a number of the game's "brawler" missions. This entailed the creation of gameplay scripts, combat encounters, and various other duties. It was released for PC / web browsers in 2011. Editor used : Unity |
Lord of the Rings: War in the North (2011) |
In 2009, I worked on Snowblind's Lord of the Rings: War in the North. During that time, I was responsible for building level geometry, player / enemy spawn placement, and creating gameplay scripts for a multiplayer level, Osgiliath. I created level geometry in 3dsmax and wrote gameplay scripts in Lua. The game was released on PC, PS3, and Xbox 360 in 2011. Editor used : In-house level editor & 3ds max |
F.E.A.R 2: Project Origin (2009) |
F.E.A.R Perseus Mandate (2007) |
F.E.A.R Extraction Point (2006) |
The first professional project I built levels for, F.E.A.R Extraction Point was released in October 2006. The thing that I'm most proud of about this project is knowing that I was part of a small team of Level Designers who helped the developer (Timegate Studios) gain credibility as an FPS developer, having previously never developed an FPS title. The game won PC Gamer's "Expansion Pack of the Year" for 2006 Editor used : Monolith's WorldEdit |
Mod Levels The following levels are levels that I worked on for fun in the game modding community. I did not work on any of these games in a professional capacity. |
Unreal Tournament 3 |
Half-Life 2 |
Far Cry |
Quake |
"Save CZG!" & Start map A single-player Quake map (and a start map to navigate the map pack from) consisting of a Norse-inspired village. This map was part of a Quake community map pack I organized from October-December 2004. Quake review site Underworldfan says this of the map: "Build quality is quite good," "good job on lighting," "Overall, good visuals" |
Tom Hanrahan - 2016 |